from direct.distributed.ClientRepository import ClientRepository
from panda3d.core import URLSpec, ConfigVariableInt, ConfigVariableString
from message import Message

class GameClientRepository(ClientRepository):

    def __init__(self):
        dcFileNames = ['../direct.dc', 'sample.dc']

        ClientRepository.__init__(
            self,
            dcFileNames = dcFileNames,
            threadedNet = True)

        # Set the same port as configured on the server to be able to connect
        # to it
        tcpPort = ConfigVariableInt('server-port', 4400).getValue()

        # Set the IP or hostname of the server we want to connect to
        hostname = ConfigVariableString('server-host', '127.0.0.1').getValue()

        # Build the URL from the server hostname and port. If your server
        # uses another protocol then http you should change it accordingly.
        # Make sure to pass the connectMethod to the  ClientRepository.__init__
        # call too.  Available connection methods are:
        # self.CM_HTTP, self.CM_NET and self.CM_NATIVE
        self.url = URLSpec('http://{}:{}'.format(hostname, tcpPort))

        # Attempt a connection to the server
        self.connect([self.url],
                     successCallback = self.connectSuccess,
                     failureCallback = self.connectFailure)

    def lostConnection(self):
        ''' This should be overridden by a derived class to handle an
        unexpectedly lost connection to the gameserver. '''
        # Handle the disconnection from the server.  This can be a reconnect,
        # simply exiting the application or anything else.
        exit()

    def connectFailure(self, statusCode, statusString):
        ''' Something went wrong '''
        # we could create a reconnect task to try and connect again.
        exit()

    def connectSuccess(self):
        ''' Successfully connected.  But we still can't really do
        anything until we've got the doID range. '''

        # Make sure we have interest in the by the AIRepository defined
        # TimeManager zone, so we always see it even if we switch to
        # another zone.
        self.setInterestZones([1])

        # We must wait for the TimeManager to be fully created and
        # synced before we can enter another zone and wait for the
        # game object.  The uniqueName is important that we get the
        # correct, our sync message from the TimeManager and not
        # accidentaly a message from another client
        self.acceptOnce(self.uniqueName('gotTimeSync'), self.syncReady)

    def syncReady(self):
        ''' Now we've got the TimeManager manifested, and we're in
        sync with the server time.  Now we can enter the world.  Check
        to see if we've received our doIdBase yet. '''

        # This method checks whether we actually have a valid doID range
        # to create distributed objects yet
        if self.haveCreateAuthority():
            # we already have one
            self.gotCreateReady()
        else:
            # Not yet, keep waiting a bit longer.
            self.accept(self.uniqueName('createReady'), self.gotCreateReady)

    def gotCreateReady(self):
        ''' Ready to enter the world.  Expand our interest to include
        any other zones '''

        # This method checks whether we actually have a valid doID range
        # to create distributed objects yet
        if not self.haveCreateAuthority():
            # Not ready yet.
            return

        # we are ready now, so ignore further createReady events
        self.ignore(self.uniqueName('createReady'))

        # create a instance of the message class
        msg = Message(self)
        # and create the distributed Object with it
        self.createDistributedObject(
            distObj = msg, zoneId = 1)
        # save the created Distributed Object
        # in self.msg for later usage
        self.msg = msg

    def sendMessage(self, msgText):
        '''Function to call the send function of the message class,
        which sends the Message over the Network to the other users'''

        sentText = "{}: {}".format(self.doIdBase, msgText)

        self.msg.b_sendText(sentText)
